#pragma once
#include "interfaces.h"
#include "AssetData.h"
#include "Geometry.h"
#include "RandomEngine.h"
#include "ComponentData.h"
class TransformData : public ComponentData // this is something like a prefab
{
public:
	TransformData() {}
	~TransformData() {}
	
	static const AssetType m_TransformDataType;

	virtual const AssetType & GetAssetType()
	{
		return m_TransformDataType;
	}

	virtual bool Restore();
	virtual bool Release();

	virtual ActorComponentPtr CreateComponent(ActorPtr Owner);

	D3DXVECTOR3 Position;
	D3DXVECTOR3 Scale;
	D3DXVECTOR3 Rotation;
};
